#version 330 core
#extension GL_EXT_gpu_shader4 : enable

in vec3 vertexPositionIn;
in vec2 vertexTexCoordIn;

out vec2 vertexTexCoord;

uniform mat4 mvpMatrixIn; // input modelview projection matrix

void main(void)
{
    vertexTexCoord = vertexTexCoordIn;
    gl_Position = mvpMatrixIn*vec4(vertexPositionIn, 1.0);
}
